experience driven design

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1 IHTE-1800 Seminar on Experience-Driven Design Blinky Hearts A Caretaking System Design Concept for Winter Season G2: Farrukh Sahar Tiina Kymäläinen Jarmo Palviainen

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Page 1: Experience driven design

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IHTE-1800 Seminar on Experience-Driven Design

Blinky Hearts A Caretaking System Design Concept for Winter Season

G2: Farrukh Sahar Tiina Kymäläinen Jarmo Palviainen

Page 2: Experience driven design

Contents

Introduction

Target PLEX categories

Relating work

The design process

Outcomes of the dialogue-labs session

User studies

Storyboarding

Video

The resulting concept

Main Novelties

Discussion & self-reflection

Conclusions

Future work

IHTE-1800 Seminar on Experience-Driven Design

Page 3: Experience driven design

Introduction

The PLEX categories:

CARETAKING: nurture, sympathy and control.

IHTE-1800 Seminar on Experience-Driven Design

The design process is experience-driven in the sense that supporting these three experiences is the primary goal of the whole design.

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Relating work

Mark Hassenzahl’s (2010) experience design approach.

The scientific practice, according to which this study was carried out, falls soundly under the category of constructive design (Koskinen et al. 2012). How to integrate design and research.

Bill Buxton (2007) also presents variety of ways how to build the bridge between design and research and introduces variety means for making visual and tangible prototypes.

Sketching as a method to be utilized in front-end of innovation. Our study benefitted significantly from using sketches as early prototypes (Suwa et al. 1998).

'intelligent city’: communication spaces using the city metaphor

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

5.6.2014

Page 5: Experience driven design

The Design Process

IHTE-1800 Seminar on Experience-Driven Design

Page 6: Experience driven design

Outcomes of the dialogue-labs session

• Sentence-crating cards

• Sketching phase was most creative

IHTE-1800 Seminar on Experience-Driven Design

We came up with the concept that we wanted to create further.

We continued with the concept by utilized the findings, and summarizing

and analyzing the results.

Page 7: Experience driven design

Focus Group

•3 male students of TUT.

•Have been living in Finland for almost 2 year.

•The adoption of winter caretaking system by the citizens.

•The main theme of discussion was on the proposed forms of the two devices.

IHTE-1800 Seminar on Experience-Driven Design

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Focus Group Results

•They suggested that the form of Blinky heart should be something neutral i.e. it should not dominate to male or female user groups.

•They suggested that it would be a good idea to introduce both of these devices in different forms for target groups.

•The forms they suggested were something like ID cards and wristbands.

•They said that the shape should not provoke the idea that the people who have these device are relying on others.

IHTE-1800 Seminar on Experience-Driven Design

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The Design Process

Storyboarding

• First idea creation meeting

• Storyboard

• Second refinement meeting

• Illustrated storyboard

IHTE-1800 Seminar on Experience-Driven Design

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The Design Process

Video

• Shooting (various sessions):

•Fiesta building

•IHTE Lab

•Outdoor

• UI videos

• Editing

IHTE-1800 Seminar on Experience-Driven Design

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The Resulting Concept: Main Novelties

System

• Handles the requests - part of an intelligent city

Blinky Heart

• For citizen to request help in problematic winter circumstances

Magic Ball

• For the Knights receiving requests and for finding the ones asking for help

• Inform the system about any problematic spots in the city

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

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Page 12: Experience driven design

Caretaking system

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

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Caretaking system design concept for winter season

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System Interface

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

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Blinky Heart

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

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Shape of the Blinky Hearth? Wrist band/mobile device… Has only one button. Pressing the button once activates a help request and makes the heart blink. This request is delivered to the few nearest “White Knights”

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Magic Ball

• Can be used to receive the requests for help

• To determine and mark the problematic spots in the city (by pressing a button)

• User may give simple oral description

• This information would then be delivered to a central system

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

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Sharing

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

5.6.2014

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The Resulting Concept

Nurture and sympathy is experienced when people help each other via the system faster and more often than without the system.

Control is experienced particularly when people can report about problems thereby advocating the removal of those problems but also by having exact information in form of warnings made by other citizens or authorities.

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IHTE-3300 Käyttäjäkeskeisen suunnittelun työkurssi

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Page 18: Experience driven design

Discussion & Self-Reflection

- Wasted time in sustainable food consumption concept

+ The idea for the Winter concept was created quickly

+ We managed to illustrate all the PLEX card categories in the concept pretty well

+ We were all enthusiastic about the ideas

- Timing schedules of PhD students

- Experience-driveness: the concept is more design-driven than user-driven

+/- We concentrated more on the design process

+ We believe our concept does support particularly the experiences we were aiming for.

IHTE-1800 Seminar on Experience-Driven Design

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Conclusions

• Requires user evaluations or co-design in the beginning of the process

• Perhaps we could do more evaluations with the focus groups (after we have the video)

• Acceptability of the concept with large enough samples of users

• More time for settings, designing prototypes and shooting the video

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6/5/2014

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• Evaluations in the Intelligent city context

• Designing several different forms for the devices

• Compromise with the functionality of two separate devices, the “Blinky Heart” and the “Magic ball”

• The first one needs to be as simple as possible and the latter one needs more functionality so that the goals could be achieved.

• Experience wise we believe that having dedicated physical devices symbolizing commitment to “being good”

IHTE-1800 Seminar on Experience-Driven Design

Future Work